GV 1281 
.C3 
Copy 1 



Bridge Don'ts 




BY 



WALTER CAMP 



* 
V 




Book_ 






Copyright N°. 



COPYRIGHT DEPOSIT. 



CONDENSED 
BRIDGE 

FOR THE BUSY MAN 



"P\ON'T blame your 

partner or the 

cards unless you follow 

these DONT'S 



BY 

WALTER CAMP 



^ 



P. F. COLLIER & SON 

NEW YORK 



r 



%^ 






To 

a* &♦ €. 

My Best Part ner 



Copyright 1909 
By P. F. COLLIER & SON 



2 4 8 7 3 6 



PREFACE or APOLOGY 

r> EFORE a foot-baU team 
enters an important 
match the coaches spend a 
day or two in repeating the 
injunctions taught during 
the previous preliminary 
work. Such injunctions 
come largely in the form of 
"Don'ts." This Httle book 
does not presume to make 
original suggestions to the 
advanced Bridge player. But 
just as the best football 
player that ever strode the 
gridiron is benefited by the 
injunctions, "Don't fumble," 



PREFACE or APOLOGY 

"Squeeze the ball," "Don't 
tackle high," and the like, 
repeated before the game, so 
it is hoped the Bridge player 
may find in these "Don'ts" 
some available cautions. 
And, further, in the belief 
that the average busy man 
and woman may prefer to 
have the world of informa- 
tion contained in the more 
extended disquisitions upon 
the game condensed into 
briefer and less experimental 
form, this book is offered. 



^ 



Prelimi- 
nary 



BRIDGE DON'TS 

DON'T quarrel over your 
partner's discard from 
strength or weakness, ^o^'* 
Simply say "I prefer strength, 
but shall be glad to do as you 
like and I play the Heart 
Convention." 



BRIDGE DON'TS 



ON'T forget more games 
for'* j_y ^^^ j^^^ ^^ l^^j makes 



D 

Makes than by poor play. 



^ Don't risk opponents' 
going game on your make 
and starting new game 
with the deal. 

^ Don't pass the make 
without considering what 
you are likely to get if you 
do pass it. 



^ 



BRIDGE DON'TS 



D 



ON'T declare original on 
less than count of 8, for 
counting each trump as one, ^'^^^ 
each honor as one, and each 
sure trick outside as one. 

^ Don't forget that only one 
hand in 25 can take odd 
unassisted. 

^ Don't try risky no trump 
unless to the score. 

^ Don't take chances when 
a game in. 

^ Don't take a big chance 
because cards have been . 
running against you and 
your hand looks better than 
what you have held. 



BRIDGE DON'TS 

DON'T forget that 40 per 
lor cent oi passed no-trump 

ul^"""' makes fail. 

^ Don't make passed no 
trumper if weak in red, 

^ Don't make original no 
trumps except to the score 
unless holding 

1 - Four aces. 

2 - Three aces. 

3 - Two aces and protection 

in two suits. 

4 -One ace, protection in 
three suits — four sure 
tricks. 



BRIDGE DON'TS 

5 -No aces, King, Queen 
or King, Jack in each 
suit. 

6 - Don't declare no trumps 
even with three aces. 

A. If heart make is 
stronger. 

B. If suit make will surely 
win game. 

C. If you hold no other 
honor and score is six 
or more. 

D. If you hold no other 
honor and you are a 
game in and 20 to 
in your favor. 



Heart 
Make 



BRIDGE DON'TS 

DON'T make original 
lor hearts except to the 

score unless holding 

1- Seven trumps. 

2 -Six trumps, one honor. 

3 - Five trumps, two honors 
and one sure outside 
trick. 

4-Four trumps, three 
honors and three sure 
outside tricks. 

5 - Four honors. 



Other 
Makes 



BRIDGE DON'TS 

T^ON'T make original ^^^,^ 
■*-^ diamonds except to the ^r 
score unless slightly better 
than above for hearts. 

fl Don't make original dia- 
monds with only four, even 
if all are honors, unless three 
honors are high and four 
tricks sure. 

^, Don't make original clubs 
except to the score, unless so 
black that the chances are 
against partner succeeding 
in red. 



BRIDGE DON'TS 

DON'T make original 
lor spades except to the 

Spades score unless but one trick 
in the hand. 

^ Don't declare a trump 
without knowing the score. 

^ Don't ask the score after 
the hands are dealt 



n 



BRIDGE DON'TS 
ON'T miss the follow- 



D 



Don'ts 

ing advantageous score for 



points: S^-"- 

At 6 requires only 2 in no 
trumps, 3 in hearts. 

12 requires only 3 in dia- 
monds. 

14 requires only 2 in 
hearts. 

18 requires only 1 in no 
trumps, 2 in diamonds. 

22 requires only 1 in 
hearts, 2 in clubs. 

24 requires only 1 in dia- 
monds. 



BRIDGE DON'TS 



Don't 



D 



ON'T risk spoiling hearts 
Spoil ^^ or no trumps with orig- 

Makr"^' inal diamond unless the 
hand is above average. 

fl Don't make original clubs 
unless 14 or more in score 
and strong club hand with 
three outside tricks. 

fl[ Don't try four-card heart 
make unless with three 
honors two being A., K. or Q., 
or three sure outside tricks. 



H 



BRIDGE DON'TS 



D 



ON'T fail to lead highest 

heart to partner's double for" ^ 

of no trumps. This is known ^f d'""^^ 
as the "Heart Convention." 

^ Don't fail to lead highest 
trump to partner's double of 
dummy's make of hearts, 
diamonds or clubs. 

^ Don't lead trump to part- 
ner's double of dummy's 
spade make unless you hold 
two or less, or four or more, 
or long strong suit. 

€| Don't forget to open your 
longest and strongest suit in 
no trumps. 



BRIDGE DON'TS 



DON'T fail to rate your 
roi leads as follows: 



Relative 
Values 



1 - Ace King alone or with 

others. 
2 -King Queen alone or 

with others. 

3 - Singleton. 

4 -Queen Knave alone or 
with others. 

5- Ace with three or more 
small, but not with 
Queen or Jack. 

6 -Knave Ten alone or 
with others. 

7-Doubleton except 
King and one low or 
Ace Queen. 



BRIDGE DON'TS 

8 - And (except No. 1) don't 
fail to lead the highest. 
With Ace King and 
others lead King; with 
Ace King alone, the 
Ace. Also lead Ace 
from Ace King and 
four others in no trumps. 



^ 



BRIDGE DON'TS 



Don'ts 



General 
Leads 



D 



ON'T lead short suits 



for ^-^ with single high card. 



^ Don't lead away from Ace 
in declared trump unless 
nothing better and not more 
than two others. In latter 
case, if you have to lead suit 
holding four or more of it, 
always lead Ace. 

^ Don't lead suit with three 
or more and no honors. 

^ Don't, in opening lead 
against no trump, lead Ace 
of an Ace Queen Jack long 
suit unless you have re- 
entry. Send the Queen. 

^, Don't clear your oppo- 
nent's suit for him. 



BRIDGE DON'TS 

^ Don't fail to lead your own 
suit, rather than through 
dummy, unless dummy holds 
a suit with 

King and others. 
Queen and others. 

Ace Queen alone or with 
others. 

King Jack alone or with 
others. 

Ace Jack alone or with 
others. 

^ Don't hesitate to lead 
trumps to stop an indicated 
ruff. 



Don't 



your 
Partner 



BRIDGE DON'TS 

T^ ON'T fail to send Jack 
forget ^^ from your Ace Jack or 
King Jack suit through a 
dummy Queen. 

^ Don't lead a suit for partner 
to trump knowing he will 
be overtrumped. 

^ Don't forget your partner's 
lead. 

^ Don't return suit partner 
has led through dummy's 
weakness if you wish him 
to do it again. 

^ Don't lead suit where your 
highest is over dummy's 
highest. 



BRIDGE DON'TS 

DON'T lead through 
^ Don't 

weakness or up to forget 

strength. opponents 

^ Don't always return part- 
ner's lead in declared trump 
if there is a good chance to 
lead up to dummy's weak- 
ness. 

^ Don't return your highest 
to partner's suit in no trump 
if you hold more than four. 

fl Don't stop leading your 
suit because opponents hold 
the high card, provided you 
have re-entry. 



Doubling 



BRIDGE DON'TS 

DON'T forget that doub- 
ling IS dependent upon 
scpre. 

^ Don't double just to 
show your sand. 

^^ Don't double spades just 
because you think opponents 
are weak. 

^ Don't double on right of 
maker unless very strong. 

fl Don't double unless five 
tricks in your hand. 

^ Don't redouble unless odd 
in your hand. 



^^^^^^gl^gi,^ 



BRIDGE DON'TS 



D 



ON'T forget that double ^^^,^ 
locates strong hand for ignore 



your opponents. 

^ Don't forget in consider- 
ing a double that many 
players pass a fairly strong 
diamond make. 

^ Don't let the opportunity 
pass to double no trumps if 
you hold six or seven of a 
suit headed by Ace King, 
Queen and a sure re-entry. 

^ Don't hesitate to double 
hearts, diamonds or clubs, 
especially if sitting on left of 
maker, if you hold five with 



Chances 



BRIDGE DON'TS 

two honors and protection 
in at least two other suits. 

^ Don't double because 
your partner hesitated before 
asking. 

^ Don't double on intuition. 



BRIDGE DON'TS 



D 



ON T delay the game — 
decide quickly and for 



play promptly. 

^ Don't deceive your part- 
ner, 

^ Don't enlighten your op- 
ponents. 

^ Don't fail to unblock for 
your partner. 

^ Don't keep a high card of 
your partner's suit in your 
hand in no trumps after the 
first round, unless it is 
guarded by three. 



Play and 
Finesse 



Result of 
Finesse 



BRIDGE DON'TS 

Don't T^ON'T finesse your part- 
ignore -'-^ ner's lead except hold- 
ing Ace and Jack while King 
or Queen lies guarded in 
dummy, 

^ Don't finesse in no trumps 
when no score and you find 
you are sure only of five 
or sure only of seven or sure 
only of nine. Take that 
fifth, seventh, or ninth trick 
first before you try your 
finesse. 

^ Don't finesse in no trump 
any suit holding Ace King 
if your two hands show nine 
or more. 



BRIDGE DON'TS 

DON'T finesse to lose to 
the established hand. 

^ Don't play your Ace in 
opponent's suit in no trumps 
when holding no other 
possible trick in that suit 
until his partner can no 
longer return it. 

^ Don't forget in no trumps 
that third hand plays second 
best when making no 
attempt to take trick, 

^ Don't miss opponent's 
discard. 

^ Don't fail to keep count 
of trumps. 



Don't 



sions 



BRIDGE DON'TS 

T^ON'T forget a touched 
AccVpt -"-^ card in dummy is re- 
conces- garded as played. 

^ Don't fail to insist upon 
paying every penalty you 
incur. 

^ Don't talk and don't ex- 
plain. It is unnecessary. 



^ 



PENALTIES 

Sometimes Missed 

^ No penalty can be exacted against 
Dummy. 

^ Dummy's only remark may be "Failing" 
— when his partner does not follow suit. 

^ A revoke is established when the trick 
has been turned and quitted, or when the 
player has led to the next trick. 

^ A player who has revoked and paid the 
penalty of three tricks may not win the 
game on that hand. He is not allowed to 
score above 28 points. 

^ If a player discover his revoke before it is 
established, there is no penalty except that 
the dealer may require him to play his high- 
est or lowest of the suit or may call the card 
played in error an exposed card. 

C[ A revoke must be claimed before the 
cards are cut for the next deal. 

^ The dealer has the right to shuffle last. 



PENALTIES 

Sometimes hissed 

fl The dealer has the right to expose all his 
cards without penalty. The adversary of 
the dealer may not expose his hand and 
claim the rest. The dealer may call all 
such cards, exposed cards. 

fl You should not look back at the last 
trick, but there is no penalty. 

^ After the cards have been touched to 
gather them in, you may not ask for them 
to be placed. 

^ Erroneous score affecting honors chicane 
or slam may be corrected at any time before 
the score of the rubber has been made up 
and agreed upon. 

^ Erroneous score affecting trick must be 
concluded prior to the conclusion of the 
game in which it has occurred; such game 
is not concluded until the following deal 
has been completed and the trump declared, 
unless it is last game of a rubber — then 
the score is subject to enquiry until an 
agreement is reached. 



\ 



GLOSSARY 

Average Hand — One containing equiv- 
alent of Ace, King, Queen, Jack, Ten. 

Block — To hold a card that prevents the 
continuance of the lead of that suit. 

Card of Re-entry— A winning card 

which will regain the lead. 
Chicane — A hand to which no trump has 

been dealt. 
Clear — To establish a suit. 
Command — Holding the best card or 

cards of a suit. 
Cross Ruff — Partners trumping different 

suits. 
Discard— Not to follow suit or trump. 
Ducking — Refusing to win a particular 

trick. 
Echo — Playing a higher card and then a 

lower one. 
Eldest Hand— The player at the 

Dealer's left. 
Eleven RULE-^Deducting spots on card 

led from 11 to remainder show number out 

higher than card led, not in leader's hand. 



GLOSSARY 

Establish— To force out any high cards 
which obstruct the suit. 

Exposed Card — Any card which is 

shown, but not played. 
Exposed Hand — The hand of the 

Dummy. 
False Card — To play an unnecessarily 

high card with an intent to deceive. 
Finesse — An attempt to take with a card 

which is neither the best, nor in sequence 

with the best. 
Force — To lead a card which will win 

the trick, or compel the opponent to play 

a trump. 

Force Discards— To lead a suit which 

compels one or more players to discard. 
FouRCHETTE— The cards directly above 
and below another card. 

Fourth Best— The fourth best card of a 
suit counting from the top. 

Grand Slam — All the thirteen tricks 
won by one side. 



GLOSSARY 

Hold Up — ^To refuse to play the best card 
of a suit. 

Lead Through Strength— To lead 

a suit of which the player at your left 
holds high cards. 

Lead up to Weakness— To lead a 

suit of which the fourth player has no 
high card. 

Little Slam — Twelve of the thirteen 
tricks won by one side. 

Long Suit — A suit of four or more cards. 

Odd Trick — The first trick over the book 
of six. 

Original Make — A declaration of 

trumps by the Dealer. 

Original Lead— The card first led by 
the player at the left of the Dealer. 

Passed Make — A declaration by the 
Dummy. 

Plain Suit — Any one of the three suits 
not trumps. 



GLOSSARY 

Pone — The partner of the eldest hand. 
Protected Suit— Any suit in which 

you can take a trick. 

Quitting — Removing fingers from trick 
after it has been turned down. 

Re-double — To double again after an 
adversary has doubled. It is sometimes 
spoken of as "going back." 

Ruff — ^To trump a trick. 

Reverse Discard — To change the 

original meaning of the discard by an 
echo in the suit discarded. 

Revoke — To play a card of another suit 
when you hold a card of the suit led. 

Secondary Lead — The lead by the 

original leader, directly after he has won 
the first trick. 

Sequence — Three or more cards in con- 
secutive order. 

Short Suit— A suit of three cards or 
fewer. 

Singleton— The only card of a suit 
dealt to a hand. 



GLOSSARY 

Strong Hand — Usually the maker of 
the trump. 

TenACE — A combination of two or more 
cards of one suit from which an inter- 
mediate card is missing. The best and 
third best card of a suit is the major 
tenace, the second and fourth best the 
minor. 

Third Hand — ^The Leader's partner. 

Unblock — To rid a hand of any card 
which may interrupt the continuation 
of the partner's suit. 

Weak Hand— The partner of the player 
who makes the trump. 

Weak Suits— Those in which you hold 
no tricks, or a very improbable trick. 

YARBOROUGH— A hand of which all the 
cards are smaller than the ten. 



BRIDGE SCORE 


When Trumps Are 




0> 


-3 

a 

15 


1 


i 


Each Trick Over ) 
6 Counts j 


12 


8 


6 


4 


2 


* 3 Honors count . 


30 


16 


12 


8 


4 


*4 Honors count . 


40 


32 


24 


16 


8 


5 Honors count . 


_. 


40 


30 


20 


10 


*4 Honors in one 
hand .... 


100 


64 


48 


32 


16 


4 Honors in one 
hand, 5th in 
partner's . . . 


_ 


72 


54 


36 


18 


5 Honors in one 
hand .... 


___ 


80 


60 


40 


20 


Chicane .... 


— 


16 


12 


8 


4 


Double chicane . 


— 


32 


24 


16 


8 


• At no trumps the aces count as honors. 
With a declared trump, the honors. are A., K 
Little slams (taking 12 of 13 tricks) adds 20 p 
Grand slam (taking all 13 tricks) adds 40 poii 
Rubber (2 out of 3 games) adds 100 to honor 
Doubling does not increase the honor score. 


:., Q., J. and 10. 
oints to honor score. 
Its to honor scoreo 
score. 



OCT 31^9^ 



LIBRARY OF CONGRESS 

111 

020 237 414 1 



